mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Documentation
This commit is contained in:
@@ -26,30 +26,15 @@
|
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--
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-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
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--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
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||||
-- * **FlightControl**: Concept, Design & Programming.
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--
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-- ====
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--
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-- @module AI_Bai
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@@ -1,4 +1,4 @@
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--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
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--- **AI** -- **AI Balancing will replace in multi player missions
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-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
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-- even when there are hardly any players in the mission.**
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--
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@@ -20,33 +20,14 @@
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--
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-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
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||||
-- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.
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--
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-- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added.
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--
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-- ===
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||||
--
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-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.
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--
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-- ### Authors:
|
||||
--
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-- * FlightControl: Framework Design & Programming and Documentation.
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-- ====
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--
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-- @module AI_Balancer
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@@ -1,4 +1,4 @@
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--- **AI** - **Execute Combat Air Patrol (CAP).**
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--- **AI** -- **Execute Combat Air Patrol (CAP).**
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--
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-- 
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--
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@@ -27,33 +27,18 @@
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-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-01-15: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
|
||||
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
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||||
-- ====
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||||
--
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-- @module AI_Cap
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@@ -26,19 +26,18 @@
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--
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-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
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-- ====
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--
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-- @module AI_Cas
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@@ -1,4 +1,4 @@
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--- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together.
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--- **AI** -- Build large **formations** of AI @{Group}s flying together.
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--
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-- 
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--
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@@ -46,13 +46,11 @@
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--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module AI_Formation
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|
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@@ -28,44 +28,13 @@
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--
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-- ====
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||||
--
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-- # **OPEN ISSUES**
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||||
--
|
||||
-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
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--
|
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-- 2016-01-17:
|
||||
-- -- Fixed problem with AI returning to base too early and unexpected.
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-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
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-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
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||||
-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
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--
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-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
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||||
--
|
||||
-- 2016-09-01: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming.
|
||||
-- ====
|
||||
--
|
||||
-- @module AI_Patrol
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
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||||
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -8,29 +8,10 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * None.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Base
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
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||||
--- **(R2.1) Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
|
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--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
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||||
--
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||||
@@ -9,6 +9,8 @@
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||||
-- * CARGO_UNIT, represented by a @{Unit} in a singleton @{Group}: Cargo can be represented by a Unit in a Group. a CARGO_UNIT is representable...
|
||||
-- * CARGO_GROUP, represented by a @{Group}. A CARGO_GROUP is reportable...
|
||||
--
|
||||
-- This module is still under construction, but is described above works already, and will keep working ...
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # Demo Missions
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||||
@@ -27,7 +29,10 @@
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||||
--
|
||||
-- ====
|
||||
--
|
||||
-- This module is still under construction, but is described above works already, and will keep working ...
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Cargo
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
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||||
--- This module contains the DATABASE class, managing the database of mission objects.
|
||||
--- **Core** -- DATABASE manages the database of mission objects.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
@@ -35,8 +35,13 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
-- @module Database
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- DATABASE class
|
||||
-- @type DATABASE
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
|
||||
--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -157,33 +157,12 @@
|
||||
--
|
||||
-- When a static object is involved in the event, the Group and Player fields won't be populated.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.
|
||||
--
|
||||
-- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
|
||||
-- ====
|
||||
--
|
||||
-- @module Event
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
|
||||
-- are design patterns allowing efficient (long-lasting) processes and workflows.
|
||||
--
|
||||
-- 
|
||||
@@ -58,31 +58,11 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- * 2016-12-18: Released.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Pikey**](https://forums.eagle.ru/member.php?u=62835): Review of documentation & advice for improvements.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
|
||||
-- ====
|
||||
--
|
||||
-- @module Fsm
|
||||
|
||||
|
||||
@@ -26,14 +26,11 @@
|
||||
-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
---
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Menu
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -39,6 +39,13 @@
|
||||
-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
ClassName = "MESSAGE",
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -20,31 +20,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **API CHANGE HISTORY**
|
||||
-- ======================
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
|
||||
-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
|
||||
--
|
||||
-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
|
||||
--
|
||||
-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
|
||||
--
|
||||
-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
|
||||
--
|
||||
-- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method.
|
||||
-- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method.
|
||||
-- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method.
|
||||
-- .
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.
|
||||
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -27,8 +27,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--- **Core** -- SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -23,12 +23,12 @@
|
||||
-- * Validate the presence of objects in the SET.
|
||||
-- * Trigger events when objects in the SET change a zone presence.
|
||||
--
|
||||
-- ### Authors:
|
||||
-- ====
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Set
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - **SETTINGS** classe defines the format settings management for measurement.
|
||||
--- **Core** -- **SETTINGS** classe defines the format settings management for measurement.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -19,12 +19,11 @@
|
||||
-- ### [SETTINGS YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Settings
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--- **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -24,24 +24,10 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
@@ -27,20 +27,16 @@
|
||||
--
|
||||
-- ### [SPOT YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Spot
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
--
|
||||
@@ -27,41 +27,12 @@
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
|
||||
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
|
||||
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- @module Zone
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the AIRBASEPOLICE classes.
|
||||
--- **Functional** -- This module monitors airbases traffic.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
--- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
||||
--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
||||
--
|
||||
-- ====
|
||||
-- @module CleanUp
|
||||
-- @author Flightcontrol
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Funtional R2.1** -- Management of target **Designation**.
|
||||
--- **Functional** -- Management of target **Designation**.
|
||||
--
|
||||
-- --
|
||||
--
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
|
||||
--- **Functional** -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
--- Taking the lead of AI escorting your flight.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @{#ESCORT} class
|
||||
-- ================
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- This module contains the MISSILETRAINER class.
|
||||
--- **Functional** -- MISSILETRAINER helps you to train missile avoidance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
--- Limit the simultaneous movement of Groups within a running Mission.
|
||||
--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- Limit the simultaneous movement of Groups within a running Mission.
|
||||
-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
||||
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements,
|
||||
--- **Functional** -- **Administer the SCORING of player achievements,
|
||||
-- and create a CSV file logging the scoring events for use at team or squadron websites.**
|
||||
--
|
||||
-- 
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
--- Provides defensive behaviour to a set of SAM sites within a running Mission.
|
||||
--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Sead
|
||||
-- @author to be searched on the forum
|
||||
-- @author (co) Flightcontrol (Modified and enriched with functionality)
|
||||
|
||||
--- The SEAD class
|
||||
-- @type SEAD
|
||||
|
||||
@@ -1,5 +1,14 @@
|
||||
--- A COMMANDCENTER is the owner of multiple missions within MOOSE.
|
||||
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
|
||||
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module CommandCenter
|
||||
|
||||
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
|
||||
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
|
||||
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Mission
|
||||
|
||||
--- The MISSION class
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
--- **Tasking** -- This module contains the TASK class.
|
||||
--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ===
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors: FlightControl - Design and Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Task
|
||||
|
||||
|
||||
@@ -3,48 +3,13 @@
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- # 1) @{Task_A2A#TASK_A2A} class, extends @{Task#TASK}
|
||||
-- ====
|
||||
--
|
||||
-- The @{#TASK_A2A} class defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2A task is planned.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2A task is successfully completed.
|
||||
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2A attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2A
|
||||
|
||||
@@ -54,6 +19,28 @@ do -- TASK_A2A
|
||||
-- @type TASK_A2A
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A class, extends @{Task#TASK}
|
||||
--
|
||||
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2A task is planned.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2A task is successfully completed.
|
||||
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2A attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
|
||||
--
|
||||
-- @field #TASK_A2A
|
||||
TASK_A2A = {
|
||||
ClassName = "TASK_A2A",
|
||||
}
|
||||
|
||||
@@ -1,14 +1,12 @@
|
||||
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_A2A_Dispatcher
|
||||
|
||||
|
||||
@@ -2,51 +2,13 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2G attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
||||
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[WingThor]**: Concept, Advice & Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G
|
||||
|
||||
@@ -56,6 +18,28 @@ do -- TASK_A2G
|
||||
-- @type TASK_A2G
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2G class, extends @{Task#TASK}
|
||||
--
|
||||
-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- ## Set the scoring of achievements in an A2G attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
||||
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
||||
--
|
||||
-- @field #TASK_A2G
|
||||
TASK_A2G = {
|
||||
ClassName = "TASK_A2G",
|
||||
}
|
||||
|
||||
@@ -1,45 +1,12 @@
|
||||
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
|
||||
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
|
||||
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
|
||||
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- 3.1) TASK_A2G_DISPATCHER constructor:
|
||||
-- --------------------------------------
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_A2G_Dispatcher
|
||||
|
||||
@@ -51,6 +18,24 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @field Tasking.Mission#MISSION Mission
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER}
|
||||
--
|
||||
-- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
|
||||
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
--
|
||||
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
|
||||
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
|
||||
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- ## TASK_A2G_DISPATCHER constructor
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- @field #TASK_A2G_DISPATCHER
|
||||
TASK_A2G_DISPATCHER = {
|
||||
ClassName = "TASK_A2G_DISPATCHER",
|
||||
Mission = nil,
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -14,28 +14,13 @@
|
||||
--
|
||||
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
||||
--
|
||||
-- ==
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_Cargo
|
||||
|
||||
|
||||
@@ -1,17 +1,28 @@
|
||||
--- This module contains the AIRBASE classes.
|
||||
--- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- =================================================================
|
||||
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
|
||||
-- @module Airbase
|
||||
|
||||
|
||||
--- @type AIRBASE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- # AIRBASE class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- AIRBASE is a wrapper class to handle the DCS Airbase objects:
|
||||
--
|
||||
-- * Support all DCS Airbase APIs.
|
||||
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.
|
||||
--
|
||||
--
|
||||
-- 1.1) AIRBASE reference methods
|
||||
-- ------------------------------
|
||||
-- ## AIRBASE reference methods
|
||||
--
|
||||
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@@ -29,27 +40,14 @@
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
|
||||
--
|
||||
-- 1.2) DCS AIRBASE APIs
|
||||
-- ---------------------
|
||||
-- ## DCS Airbase APIs
|
||||
--
|
||||
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
|
||||
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
|
||||
--
|
||||
-- More functions will be added
|
||||
-- ----------------------------
|
||||
-- During the MOOSE development, more functions will be added.
|
||||
--
|
||||
-- @module Airbase
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The AIRBASE class
|
||||
-- @type AIRBASE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field #AIRBASE
|
||||
AIRBASE = {
|
||||
ClassName="AIRBASE",
|
||||
CategoryName = {
|
||||
|
||||
@@ -1,10 +1,26 @@
|
||||
--- This module contains the CLIENT class.
|
||||
--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Client
|
||||
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
-- @extends Wrapper.Unit#UNIT
|
||||
|
||||
|
||||
--- # CLIENT class, extends @{Unit#UNIT}
|
||||
--
|
||||
-- 1) @{Client#CLIENT} class, extends @{Unit#UNIT}
|
||||
-- ===============================================
|
||||
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
|
||||
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
-- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
--
|
||||
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
|
||||
-- * Support all DCS Unit APIs.
|
||||
@@ -15,8 +31,8 @@
|
||||
--
|
||||
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
|
||||
--
|
||||
-- 1.1) CLIENT reference methods
|
||||
-- -----------------------------
|
||||
-- ## CLIENT reference methods
|
||||
--
|
||||
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@@ -32,13 +48,9 @@
|
||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
|
||||
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
|
||||
--
|
||||
-- @module Client
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
-- @extends Wrapper.Unit#UNIT
|
||||
-- @field #CLIENT
|
||||
CLIENT = {
|
||||
ONBOARDSIDE = {
|
||||
NONE = 0,
|
||||
|
||||
@@ -1,29 +1,48 @@
|
||||
--- This module contains the CONTROLLABLE class.
|
||||
--- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".
|
||||
--
|
||||
-- 1) @{Controllable#CONTROLLABLE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===========================================================
|
||||
-- The @{Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects:
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Controllable
|
||||
|
||||
|
||||
|
||||
--- @type CONTROLLABLE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
|
||||
-- @field #string ControllableName The name of the controllable.
|
||||
|
||||
|
||||
|
||||
--- # CONTROLLABLE class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
|
||||
--
|
||||
-- * Support all DCS Controllable APIs.
|
||||
-- * Enhance with Controllable specific APIs not in the DCS Controllable API set.
|
||||
-- * Handle local Controllable Controller.
|
||||
-- * Manage the "state" of the DCS Controllable.
|
||||
--
|
||||
-- 1.1) CONTROLLABLE constructor
|
||||
-- -----------------------------
|
||||
-- ## CONTROLLABLE constructor
|
||||
--
|
||||
-- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance.
|
||||
--
|
||||
-- 1.2) CONTROLLABLE task methods
|
||||
-- ------------------------------
|
||||
-- ## CONTROLLABLE Task methods
|
||||
--
|
||||
-- Several controllable task methods are available that help you to prepare tasks.
|
||||
-- These methods return a string consisting of the task description, which can then be given to either a @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#SetTask} method to assign the task to the CONTROLLABLE.
|
||||
-- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
-- Each task description where applicable indicates for which controllable category the task is valid.
|
||||
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
|
||||
--
|
||||
-- ### 1.2.1) Assigned task methods
|
||||
-- ### Task assignment
|
||||
--
|
||||
-- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
|
||||
-- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.
|
||||
@@ -54,7 +73,7 @@
|
||||
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
|
||||
-- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase.
|
||||
--
|
||||
-- ### 1.2.2) EnRoute task methods
|
||||
-- ### EnRoute assignment
|
||||
--
|
||||
-- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:
|
||||
--
|
||||
@@ -67,7 +86,7 @@
|
||||
-- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
|
||||
-- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
|
||||
--
|
||||
-- ### 1.2.3) Preparation task methods
|
||||
-- ### Task preparation
|
||||
--
|
||||
-- There are certain task methods that allow to tailor the task behaviour:
|
||||
--
|
||||
@@ -76,24 +95,24 @@
|
||||
-- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
|
||||
-- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
|
||||
--
|
||||
-- ### 1.2.4) Obtain the mission from controllable templates
|
||||
-- ### Obtain the mission from controllable templates
|
||||
--
|
||||
-- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
|
||||
--
|
||||
-- 1.3) CONTROLLABLE Command methods
|
||||
-- --------------------------
|
||||
-- ## CONTROLLABLE Command methods
|
||||
--
|
||||
-- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.CommandDoScript}: Do Script command.
|
||||
-- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
|
||||
--
|
||||
-- 1.4) CONTROLLABLE Option methods
|
||||
-- -------------------------
|
||||
-- ## CONTROLLABLE Option methods
|
||||
--
|
||||
-- Controllable **Option methods** change the behaviour of the Controllable while being alive.
|
||||
--
|
||||
-- ### 1.4.1) Rule of Engagement:
|
||||
-- ### Rule of Engagement:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.OptionROEWeaponFree}
|
||||
-- * @{#CONTROLLABLE.OptionROEOpenFire}
|
||||
@@ -107,7 +126,7 @@
|
||||
-- * @{#CONTROLLABLE.OptionROEReturnFirePossible}
|
||||
-- * @{#CONTROLLABLE.OptionROEEvadeFirePossible}
|
||||
--
|
||||
-- ### 1.4.2) Rule on thread:
|
||||
-- ### Rule on thread:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.OptionROTNoReaction}
|
||||
-- * @{#CONTROLLABLE.OptionROTPassiveDefense}
|
||||
@@ -121,15 +140,7 @@
|
||||
-- * @{#CONTROLLABLE.OptionROTEvadeFirePossible}
|
||||
-- * @{#CONTROLLABLE.OptionROTVerticalPossible}
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Controllable
|
||||
|
||||
--- The CONTROLLABLE class
|
||||
-- @type CONTROLLABLE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
|
||||
-- @field #string ControllableName The name of the controllable.
|
||||
-- @field #CONTROLLABLE
|
||||
CONTROLLABLE = {
|
||||
ClassName = "CONTROLLABLE",
|
||||
ControllableName = "",
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Wrapper** -- GROUP is a wrapper class for the DCS Class Group.
|
||||
--- **Wrapper** -- GROUP wraps the DCS Class Group objects.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -15,45 +15,22 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-26: GROUP:**RouteRTB( RTBAirbase, Speed )** added.
|
||||
--
|
||||
-- 2017-03-07: GROUP:**HandleEvent( Event, EventFunction )** added.
|
||||
-- 2017-03-07: GROUP:**UnHandleEvent( Event )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOn()** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOff()** added.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff().
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Group
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- @type GROUP
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
-- @field #string GroupName The name of the group.
|
||||
|
||||
|
||||
---
|
||||
-- # GROUP class, extends @{Controllable#CONTROLLABLE}
|
||||
--
|
||||
|
||||
@@ -1,39 +1,34 @@
|
||||
--- This module contains the IDENTIFIABLE class.
|
||||
--- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.
|
||||
--
|
||||
-- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT}
|
||||
-- ===============================================================
|
||||
-- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects:
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Identifiable
|
||||
|
||||
--- @type IDENTIFIABLE
|
||||
-- @extends Wrapper.Object#OBJECT
|
||||
-- @field #string IdentifiableName The name of the identifiable.
|
||||
|
||||
--- # IDENTIFIABLE class, extends @{Object#OBJECT}
|
||||
--
|
||||
-- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:
|
||||
--
|
||||
-- * Support all DCS Identifiable APIs.
|
||||
-- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
|
||||
-- * Manage the "state" of the DCS Identifiable.
|
||||
--
|
||||
-- 1.1) IDENTIFIABLE constructor:
|
||||
-- ------------------------------
|
||||
-- ## IDENTIFIABLE constructor
|
||||
--
|
||||
-- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:
|
||||
--
|
||||
-- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance.
|
||||
--
|
||||
-- 1.2) IDENTIFIABLE methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an identifiable object:
|
||||
--
|
||||
-- * @{#IDENTIFIABLE.GetName}(): Returns the name of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.IsAlive}(): Returns if the Identifiable is alive.
|
||||
-- * @{#IDENTIFIABLE.GetTypeName}(): Returns the type name of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetCoalition}(): Returns the coalition of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetCountry}(): Returns the country of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetDesc}(): Returns the descriptor structure of the Identifiable.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Identifiable
|
||||
|
||||
--- The IDENTIFIABLE class
|
||||
-- @type IDENTIFIABLE
|
||||
-- @extends Wrapper.Object#OBJECT
|
||||
-- @field #string IdentifiableName The name of the identifiable.
|
||||
-- @field #IDENTIFIABLE
|
||||
IDENTIFIABLE = {
|
||||
ClassName = "IDENTIFIABLE",
|
||||
IdentifiableName = "",
|
||||
|
||||
@@ -1,33 +1,36 @@
|
||||
--- This module contains the OBJECT class.
|
||||
--- **Wrapper** -- OBJECT wraps the DCS Object derived objects.
|
||||
--
|
||||
-- 1) @{Object#OBJECT} class, extends @{Base#BASE}
|
||||
-- ===========================================================
|
||||
-- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
|
||||
--
|
||||
-- * Support all DCS Object APIs.
|
||||
-- * Enhance with Object specific APIs not in the DCS Object API set.
|
||||
-- * Manage the "state" of the DCS Object.
|
||||
--
|
||||
-- 1.1) OBJECT constructor:
|
||||
-- ------------------------------
|
||||
-- The OBJECT class provides the following functions to construct a OBJECT instance:
|
||||
--
|
||||
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
--
|
||||
-- 1.2) OBJECT methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an Object object:
|
||||
-- ====
|
||||
--
|
||||
-- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object.
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Object
|
||||
|
||||
--- The OBJECT class
|
||||
-- @type OBJECT
|
||||
|
||||
--- @type OBJECT
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #string ObjectName The name of the Object.
|
||||
|
||||
|
||||
--- # OBJECT class, extends @{Base#BASE}
|
||||
--
|
||||
-- OBJECT handles the DCS Object objects:
|
||||
--
|
||||
-- * Support all DCS Object APIs.
|
||||
-- * Enhance with Object specific APIs not in the DCS Object API set.
|
||||
-- * Manage the "state" of the DCS Object.
|
||||
--
|
||||
-- ## OBJECT constructor:
|
||||
--
|
||||
-- The OBJECT class provides the following functions to construct a OBJECT instance:
|
||||
--
|
||||
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
--
|
||||
-- @field #OBJECT
|
||||
OBJECT = {
|
||||
ClassName = "OBJECT",
|
||||
ObjectName = "",
|
||||
|
||||
@@ -1,9 +1,16 @@
|
||||
--- **Wrapper** -- This module contains the POSITIONABLE class.
|
||||
--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable".
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Positionable
|
||||
|
||||
|
||||
--- The POSITIONABLE class
|
||||
-- @type POSITIONABLE
|
||||
-- @extends Wrapper.Identifiable#IDENTIFIABLE
|
||||
@@ -11,6 +18,7 @@
|
||||
-- @field Core.Spot#SPOT Spot The laser Spot.
|
||||
-- @field #number LaserCode The last assigned laser code.
|
||||
|
||||
|
||||
--- # POSITIONABLE class, extends @{Identifiable#IDENTIFIABLE}
|
||||
--
|
||||
-- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
|
||||
@@ -24,14 +32,6 @@
|
||||
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
--
|
||||
-- ## POSITIONABLE methods
|
||||
--
|
||||
-- The following methods can be used to identify an measurable object:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
--
|
||||
--
|
||||
-- @field #POSITIONABLE
|
||||
POSITIONABLE = {
|
||||
|
||||
@@ -1,22 +1,31 @@
|
||||
--- This module contains the SCENERY class.
|
||||
--- **Wrapper** -- SCENERY models scenery within the DCS simulator.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Scenery
|
||||
|
||||
|
||||
|
||||
--- @type SCENERY
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
|
||||
--- # SCENERY class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===============================================================
|
||||
-- Scenery objects are defined on the map.
|
||||
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
|
||||
--
|
||||
-- * Wraps the DCS Scenery objects.
|
||||
-- * Support all DCS Scenery APIs.
|
||||
-- * Enhance with Scenery specific APIs not in the DCS API set.
|
||||
--
|
||||
-- @module Scenery
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
--- The SCENERY class
|
||||
-- @type SCENERY
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
--
|
||||
-- @field #SCENERY
|
||||
SCENERY = {
|
||||
ClassName = "SCENERY",
|
||||
}
|
||||
|
||||
@@ -1,7 +1,21 @@
|
||||
--- This module contains the STATIC class.
|
||||
--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Static
|
||||
|
||||
|
||||
--- @type STATIC
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- # STATIC class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- 1) @{Static#STATIC} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===============================================================
|
||||
-- Statics are **Static Units** defined within the Mission Editor.
|
||||
-- Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
-- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects:
|
||||
@@ -10,8 +24,8 @@
|
||||
-- * Support all DCS Static APIs.
|
||||
-- * Enhance with Static specific APIs not in the DCS API set.
|
||||
--
|
||||
-- 1.1) STATIC reference methods
|
||||
-- -----------------------------
|
||||
-- ## STATIC reference methods
|
||||
--
|
||||
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@@ -28,17 +42,7 @@
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
|
||||
--
|
||||
-- @module Static
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The STATIC class
|
||||
-- @type STATIC
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field #STATIC
|
||||
STATIC = {
|
||||
ClassName = "STATIC",
|
||||
}
|
||||
|
||||
@@ -9,8 +9,17 @@
|
||||
-- * Handle local Unit Controller.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Unit
|
||||
|
||||
|
||||
--- @type UNIT
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
|
||||
Reference in New Issue
Block a user